The need to transport resources across moderate distances is central to the game, so there’s a lot of opportunity for the seafaring truckers. Otherwise, the system lends itself well to trading and crafting, both being pretty core elements to MMOs that find places in my play list. The more players in a guild that have to be involved, the less efficient the process becomes, and that’s a good thing for the game. Limitations on buildings make that harder, though. Obviously, that’s always a possibility in any game that has PvP as a core function, which is supported through a player economy. It’s also a system that helps to prevent run-away guilds from reaching a critical mass with respect to resources and ruining the game for everyone else. Ensuring no player can capture the entire vertical on their own helps to create additional demand and provide space in the market for other players to participate. Markets are driven by both supply and demand. While some may not like the fairly limited number of buildings you’re allowed to have at once, I really like it a lot. The number of buildings you can have to collect resources or to combine them into items is limited, though. Each island has a set of resources that can be collected by players as the first step in the crafting cycle. I’ll wrap it up by giving my read on whether it’s a game that readers should consider purchasing or not.ĭepending on what your tastes are, there will be different aspects of this game that you’ll like most. Though, there are a few concerns I have about the game and will also walk through a few of those. Today I’m going to take you through some of the things I really like about Naval Action, such as the economy and crafting. I’ve seen a few games make that same transition very successfully lately and thought I’d take a look to see how well Game-Labs had managed their turn at the make-or-break event. I was mulling over picking up new games last week and noticed that Naval Action had released out of Early Access.
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